• world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

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    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
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    T
    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

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    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

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    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
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    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

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    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

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    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16
  • 0 Votes
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    TheDogT
    @Trevan Thanks! Im on your factory building v2.3.21895 I will raise an issue on GitHub.
  • Game Crash when air units in battle

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    LaFayetteL
    Thanks for finding that. I think the fix is for AA to not shoot at air transported units. On the flip side we should be sure they are removed as casualties if the transport is shot down.
  • Need help to convert an old game

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    SchulzS
    It works now perfectly, unfortunately both Great war and GW1918 lack of png image. How do I can create relief tiles?

Recent Posts

  • @iratoric Oops, I did miswrite that. Artillery has 1 movement as well.

    There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating.

    The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.

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  • @Schulz I assume that this is attack/defense/movement? It definitely looks like attacking on land will be hard, which gives a good impression of WWI. A few points:

    Why does artillery have 2 movement points while light artillery has only 1? I would expect the opposite. I feel like this could do with one more sea unit besides cruiser/battleship. Maybe a torpedo boat or a minelayer sub?
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  • @alkexr

    Ahhh. Sorry, you are correct, this is something that I did not consider! I forgot that stacking bonus were additive. In Cerin Amroth, a poor unit would indeed only receive a +1 to their base stats if they are in a forest+hill+settlement territory if you simplify the matrix by shifting the base values.

    I really should have caught that, particularly after you mentioned it in a post! You are correct, my simplification does not work towards your goals. That being said, your voice lines in the video from last year were quite good and doubling down on your ideas the only sensible simplification that is left using my original approach of getting rid of reducing the matrix would be this:

    Buffing stacked territory types (slightly simplified version):
    ** Unit tag “poor tactics”: +1 bonus to defense in caves and settlements +1 attack in plains
    ** Unit tag: “average tactics”: +1 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead
    ** Unit tag: “excellent tactics”: +2 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead

    fdb7d8c9-069c-4b82-9a7a-0bb35e1d058a-image.jpeg
    (Green cells are values that are correctly reproduced by the simple explanation. Yellow one are not and would need terrain preferences to work.)

    Anyhow, sorry again for missing the broken stacking bonuses.

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  • @iratoric

    Serbia, Bulgaria, and Romania are purposefully undervalued so they don't make Austria too powerful once Austria captures them. However, I will make sure it is very difficult to conquer Serbia and hold Galicia at the same time until Bulgaria joins Austria.

    The game will use a one battle per combat per round system, with defenders being heavily favored. Here's roughly how I think the units should look:

    Bedouin — 2/2/2, 3 IPC (Hejaz only)

    Light Infantry — 1/3/1, 4 IPC (Russia and Ottoman Empire only)

    Infantry — 2/4/1, 6 IPC

    Light Artillery — 2/3/1, 6 IPC, +1 attack to Infantry and Cavalry (Russia and Ottoman Empire only)

    Artillery — 3/4/1, 8 IPC, +1 attack to Infantry and Cavalry

    Cavalry — 2/3/2, 8 IPC

    Gas — 4/0/2, 6 IPC (suicidal), can attack on its own

    Fighter — 2/3/2, 12 IPC, +1 attack/defense to unlimited Artillery, can attack ships, 2 air attack/defense

    Zeppelin — 3/3/4, 28 IPC, +1 attack/defense to unlimited Artillery, can bomb cities (2–12 damage), can attack ships, 1 air attack/defense

    Transport — no attack/defense, is not taken as a casualty, carries 2 units, 12 IPC

    Submarine — 2/2/2, no stealth, 12 IPC, cannot be attacked by air

    Cruiser — 3/3/3, 18 IPC, has AA

    Battleship — 4/4/2, repairs in docks, shore bombardment, 24 IPC, has AA

    read more